Name

The player’s name. Clicking on this will sort the column in reverse alphabetical order by first name. Clicking a second time will sort the column in alphabetical order by first name.

Sal

The dollar value assigned to the player on the site. Clicking this column will sort from highest to lowest cost. Clicking a second time will sort from lowest to highest cost.

Takes

Insight from our experts about the player. If there is no value in this column, no one has a strong take on this player. If there is a value, clicking the number will pull up a player card that includes the take.

Position

The slot(s) the player is eligible to fill on the site. On sites with dual positional eligibility, a player eligible at multiple positions will have a dropdown menu in this column, enabling users to select a specific position or allow the player to be rostered at either position.

QB = Quarterback

RB = Running Back

WR = Wide Receiver

TE = Tight End

D = Defense

FLEX = RBs, WRs and TEs

Fpts (Projected Fantasy Points)

Projected fantasy points for the player. This may change based on team-specific news, such as an injury or a promotion to the starting lineup.

Floor

The minimum amount of fantasy points we project this player to score within a standard deviation confidence level.

Ceil (Ceiling)

The maximum amount of fantasy points we project this player to score within a standard deviation confidence level.

RGV (RotoGrinders Value)

Projected fantasy points over or under the RotoGrinders implied value threshold.

P/$ (Points per Dollar)

Projected fantasy points per $1,000 in salary. The point-per-dollar guidelines vary by site.

R (Expert Ranking)

The player’s ordinal rank at his position according to P/$ value based on our expert rankings for today’s games.

pOWN (Projected Ownership Percentage)

The percentage of lineups expected to roster this player in the upcoming main slate. This projection is calculated using Chris Gimino’s formula, and takes numerous factors into account such as salary, Vegas odds, position scarcity and much more.

Note that this projection is centered around large-field GPP tournaments, and may vary based on contest size and entry fee. These projections are added daily and may be updated based on league news such as injuries or lineup changes.

O/U (Over/Under)

The current game total betting line.

Total (Team Total)

The implied team total for the player’s team.

SDiff (Salary Difference)

The difference in the player’s salary between FanDuel and DraftKings. A negative number means that the player is cheaper on the site you currently have selected.

RDiff (Salary Rank Difference)

The difference in the player’s salary rank at his position between FanDuel and DraftKings.

Ex. A player is the 4th-most expensive at his position on FanDuel and 7th-most expensive on DraftKings. If you are currently viewing FanDuel, this column would show 3.

AdjQB (Schedule Adjusted Fantasy Points)

Fantasy points allowed to this position by the opponent, adjusted to compensate for the opponent’s strength of schedule. (Note that this column is available for QBs, RBs, WRs and TEs)

PaOff (Passing Offense)

Weighted DVOA for the team’s passing offense. A high rating in this column indicates that the team has a strong overall passing offense.

Opp PaDef (Opposing Passing Defense)

Weighted DVOA for the opposing team’s passing defense. A high rating in this column indicates that the opposing team has a weak passing defense, and is therefore a good matchup for the offensive player.

DYAR (Defense-Adjusted Yards Above Replacement)

The value of the player’s performance compared to replacement level, adjusted for situation and opponent and then translated into yardage.

DVOA (Defense-Adjusted Value Over Average)

Value per play over an average player in the same game situations. The more positive the DVOA rating, the better the player’s performance.

DVOA Rank

OLsk Rate (Offensive Line Sack Rate)

DLsk Rate (Defensive Line Sack Rate)

Sacks (plus intentional grounding penalties) by the opposing team per pass attempt adjusted for down, distance and opponent.

O Power (Offensive Line Power Success)

The percentage of runs on third or fourth down, two yards or less to go, that achieved a first down or touchdown. Also includes runs on first-and-goal or second-and-goal from the two-yard line or closer.

D Power (Defensive Line Power Success Allowed)

The percentage of runs on third or fourth down, two yards or less to go, that achieved a first down or touchdown. Also includes runs on first-and-goal or second-and-goal from the two-yard line or closer. This metric includes quarterbacks.

D Stuffed (Defensive Line Stuffed Rate)

The percentage of runs where the running back is tackled at or behind the line of scrimmage by the opposing team. Since being stuffed is so bad, a higher number here is better for the defense.

ProdPrem (Production Premium)

This metric isolates the player’s situation-agnostic efficiency. Production Premium compares the outcome of all pass attempts, carries and targets to league-average outcomes in those same game situations (yard line, down and distance). Production Premium also takes into account time remaining and game score to account for non-standard situations such as 2-minute drills, clock milking and garbage time.

QBR (QBR Premium Rank)

This metric isolates a quarterback’s individual contribution to his team’s win probability by measuring both efficiency and “clutch factor.”

AirYds/Att (Air Yards Per Attempt)

Air yards are completed passing yards not including yards after the catch. The higher the percentage, the less a quarterback is being helped by his receivers gaining Yards after the catch.

DistAtt (Attempt Distance)

Total distance traveled by all forward passes divided by pass attempts. Also referred to as average throw depth.

DeepAttRk (Deep Ball Attempts Rank)

This metric charts the total number of passing attempts that travel 20 yards or farther in the air. This metric is a window into the vertically-oriented nature of a quarterback’s offensive system. Quarterbacks with a high deep ball percentage generally play in vertical passing attacks as opposed to systems that emphasize short, quick passes.

DeepC% (Deep Ball Completion Percentage)

Completion percentage for passing attempts that travel 20 yards or farther in the air.

PressureRk (Under Pressure Attempts Rank)

An under pressure attempt is counted when the QB throws the ball under pressure. The rank reflects how this player compares to others of the same position. The lower the ranking number, the more under pressure attempts made.

PressureC% (Pressured Completion Percentage)

The percentage of completions a QB makes when he throws the ball under pressure.

RecSep (Receiver Target Separation)

Average yards of separation between a quarterback’s receivers and their assigned defenders the moment the pass arrives at any point beyond the line of scrimmage.

Catchable% (Catchable Passes Percentage)

The percentage of pass attempts designated as catchable by Player Profiler.

Contested% (Receiver Contested Catch Rate)

The percentage of catches made by a QB’s receivers that were contested by a defender. This metric is an indicator of the strength of the QB’s receivers.

CastEff (Supporting Cast Efficiency)

The efficiency of surrounding skill position players measured by aggregating the weighted Production Premiums of all running back, wide receiver and tight end teammates.

YAC/Tar (Receiver Yards After Catch per Target)

The total receiving yards per target that are gained after the catch. This metric indicates the QB’s receivers’ playmaking ability with the ball in their hands.

IntRisk (Interceptable Passes)

The number of throws that are graded as interceptable by Player Profiler.

PaPass% (Play Action Pass Completion Percentage)

TrueRtg (True Passer Rating)

Dominator (Dominator Rating)

The percentage of total offensive production, because running backs are involved in both the running and passing game.

GLatt (Goal Line Carries per Game)

Total goal line carries divided by games played.

GmScript (Game Script)

The average number of minutes a team is winning (positive value) or losing (negative value) during any given game of the season. Positive values indicate teams are often playing with a lead.

Negative values indicate teams are more often playing from behind.

Breakaway% (Breakaway Run Rate)

The percentage of carries of 15 or more yards.

Evaded (Evaded Tackles)

The number of broken, missed, and otherwise avoided tackles.

Juke% (Juke Rate)

This metric isolates a running back’s elusiveness and tackle-breaking power by charting the number of broken, missed, and otherwise avoided tackles (displayed to the immediate left) and then dividing by the total number of touches (carries + receptions).

Stacked% (Stacked Front Carry Rate)

The percentage of carries against a stacked defensive front.

Base% (Base Front Carry Rate)

The percentage of carries against a base defensive front.

Light% (Light Front Carry Rate)

The percentage of carries against a light defensive front.

Stacked YPC (Stacked Front Yards per Carry)

Yards per carry when facing a stacked defensive front.

Base YPC (Base Front Yards per Carry)

Yards per carry when facing a base defensive front.

Light YPC (Light Front Yards per Carry)

Yards per carry when facing a light defensive front.

Stacked YPC (Stacked Front Yards per Carry)

Yards per carry when facing a stacked defensive front.

Tar/Gm (Receiving Targets per Game)

Receiving targets divided by games played.

ReYds/Gm (Receiving Yards per Game)

Receiving yards divided by games played.

RzAtt/Gm (Red Zone Attemps per Game)

Red zone rushing attempts divided by games played.

RzTar/Gm (Red Zone Targets per Game)

Red zone targets divided by games played.

MatchRtg (Matchup Rating)

This is a comparative metric designed to help you identify the quality of a WR vs. CB matchup. A higher value is a better matchup for the WR.

Likely CB

The cornerback that is expected to line up opposite this wide receiver most of the time.

TarPrem (Target Premium)

Rich Hribar coined the term Target Multiplier in an XN Sports Fantasy Football: 2013 WR Review article. Referred to here as Target Premium, it is the percentage of additional fantasy points per target that a wide receiver or tight end generates over and above the pass receivers on his team. This metric is especially useful when examining the impact of a quarterback upgrade on a wide receiver’s future production.

Routes% (Route Participation)

The percentage of pass plays this player ran a route.

Yds/Route (Yards per Pass Route)

The yards gained by this player divided by the total number of routes run.

Fpts/Route (Fantasy Points per Pass Route)

The fantasy points scored by this player divided by the total number of routes run.

DOT (Average Target Distance)

The average distance traveled by all intended targets, also known as total target depth.

AirYds/Tgt (Air Yards per Target)

The total completed receiving yards from the line of scrimmage to the catch point divided by total targets.

Slot% (Slot Rate)

The percentage of passing down snaps a wide receiver or tight end lines up in the slot. To qualify as a slot receiver on any given play, a receiver must be lined up inside and covered up by an outside receiver in either three or four-receiver sets.

Contested% (Contested Catch Percentage)

Contested catch conversions divided by contested catch attempts.

Drop% (Drop Percentage)

Percentage of targets that were dropped.

HOG% (Hog Rate)

This metric captures the rate of passing game utilization on a per-play basis by calculating the number of targets per snap. Hog rate helps to identify wide receivers and tight ends with limited route trees that may have a low snap count and target share, but when they are on the field, are a focal point of the passing offense.

Rec/Gm (Receptions per Game)

Receptions divided by games played.

ReYds/Tar (Receiving Yards per Target)

The number of receiving yards this player has gained per target over the selected time range.

ReTD

Total receiving touchdowns for the selected time range.

Volatility

Measures the level of week-to-week fantasy point scoring variance. Players with numbers higher than 8.0 have significant weekly output oscillation, and values over 10.0 indicate an extreme boom/bust range of outcomes.

Injury

Medical history provided by Player Profiler.

Att/Gm

Passing attempts per game over the selected time range. This section of columns includes a dropdown menu allowing users to look at stats from This Season, This Season and Last, or Last 4 Weeks.

PaYds/Att (Passing Yards per Attempt)

The number of passing yards this player has thrown per attempt over the selected time range.

CMP% (Completion percentage)

The number of completed passes divided by the number of pass attempts.

INT% (Interception Rate)

A QB’s interceptions multiplied by 100, then divided by total attempts.

PaTD

Total passing touchdowns for the selected time range.

RuAtt/Gm

Passing attempts per game over the selected time range.

RuYds/Gm

Rushing yards per game over the selected time range.

RuTD

Total rushing touchdowns over the selected time range.

WX (Roth Weather)

The overall weather rating on a scale of green to red: Green – Smooth sailing. Yellow – Chance of a delay. Orange – Delay likely, chance of PPD. Red – PPD likely. If multiple colors are listed in a forecast, the color listed first is the primary descriptor.

Ex. Orange/Yellow is slightly more risky than Yellow/Orange.

Green may refer to a team with an indoor stadium (with an open or closed roof) or a pending weather report.

Gp (Group)

Add this player to a group. Manage your groups in the Player Groups section.

Lk (Lock)

Force this player to be used in 100% of your lineups.

Mn% (Minimum Exposure )

When you build your lineups, our algorithm will attempt to fit this player in at least this percentage of your lineups.

Mx (Maximum Exposure %)

When you build your lineups, our algorithm will attempt to fit this player in at most this percentage of your lineups.